Something extremely popular in older games: Collection types with non-uniform elements. Imagine a kind of array or list where some elements are 4 bytes long and some are 6 bytes.
There's this really funny reaction from the audience when Mike Acton suggests writing different types of scene graph nodes to a void* to avoid unnecessary padding which would pollute the data cache. One of the Q&A questions at the end utters its distaste for it cause it's using void instead of proper types.
It's the objectively better solution in terms of performance, but it's just too yuck for many people.
There's this really funny reaction from the audience when Mike Acton suggests writing different types of scene graph nodes to a void* to avoid unnecessary padding which would pollute the data cache. One of the Q&A questions at the end utters its distaste for it cause it's using void instead of proper types.
It's the objectively better solution in terms of performance, but it's just too yuck for many people.
https://www.youtube.com/watch?v=rX0ItVEVjHc